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Messages - Goatmaan

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91
DF Gameplay Questions / Re: Change default zoom level?
« on: September 02, 2016, 01:06:46 pm »
Twbt also allows you to zoom out really far, I can see all but about 20 tiles east/west of my 6*6 map when zoomed out. ( there is some wonkiness if I go further)

The best part of twbt is that you can zoom in/out TEXT.
Very nice at trade time, or in the stocks screen. You can even shrink down the designations menu!

  Goatmaan

92
Other Games / Re: Caves of Qud: Now in Open Beta
« on: September 01, 2016, 07:01:02 am »
Skimmed this thread a little, then decided to read a review on rock paper shotgun from July 2015.
Just part way down I read "the poetic ramblings of a mad goatman". O.k. I'm interested!  :P


   Goatmaan

93
DF Dwarf Mode Discussion / Re: Best outfitting for military dwarves?
« on: August 31, 2016, 05:56:22 am »
I'm still playing a peaceful 40.19 fort, but when I upgrade I'll be doing high combat forts.
Thanks for helping me get a handle on this new mechanic.

  Goatmaan

94
DF Dwarf Mode Discussion / Re: A peculiar situation....suggestions?
« on: August 30, 2016, 04:37:12 am »
What a game.....

  Goatmaan

95
DF Dwarf Mode Discussion / Re: Best outfitting for military dwarves?
« on: August 29, 2016, 05:18:57 pm »
I'm just wondering about the wear.
When you send the heroes against the collosuss, they might get hit, and it'll be a *HIT* not some sissy kobold -tap-, the more they fight, the more wear, right?

  Goatmaan

96
DF Dwarf Mode Discussion / Re: Showers and baths
« on: August 29, 2016, 04:16:09 pm »
I have murky pools that dry up.
But my dwarfs have a kind of working design, that will be tweaked as soon as the max size meeting area is floored. Basic 2 wide channel filled with ramps except for where the water falls onto 2 statues. I don't have enough water to make a constant mist. I'll be happy with a once a year mist as it refills.
A test produced mist, but the cistern and exit hall were too big, very little water fell down.I may need to remove the diagonal pressure reducer. Additional testing required, but it'll have to wait till next year, when the rains come again. I might not be able to fill the current channel, but at least I can't flood the fort!   ;)

  Goatmaan

 So a silver bar floor requires metalsmithing? Great, no wonder its taking so long.
I have more children than most players have dwarfs, so I'm waiting on the floor to place the zone, then I can adjust the traffic flow into the channel.

97
DF Dwarf Mode Discussion / Re: Showers and baths
« on: August 29, 2016, 02:45:16 am »
I've got very limited water, but this thread has given some projects to my dwarfs!!
New meeting area to wash all those smelly children.
I've noticed that the 12 to 30 age range has a lot of "can't handle stress" "beserk" and other bad things, and these grew up here. I'm betting the under 12 crowd is full of them too.
40.19 fort so I still have tantrum spirals, too old a fort for that. Gotta keep the little freaks happy.

   Goatmaan

98
DF Dwarf Mode Discussion / Re: Best outfitting for military dwarves?
« on: August 29, 2016, 01:39:31 am »
I noticed a lot of candy listed, is there any news on the wear mechanic of candy?
That being a limited supply, and if you're using it you're ready for a serious fight,  wont you have to melt it?

  Goatmaan

99
DF Dwarf Mode Discussion / Re: Dwarf Caravan stops showing up?
« on: August 26, 2016, 04:02:39 pm »
After checking the map it seems the damage is already done.
IF fireclay is a viable tree root soil, the best I could do is 3z trees, and that on about 1/3 of the map. Without raising the original ground level (pathing) its not really worth it..
After reading the wiki, I'm still not sure about the soil thickness thing.

  Goatmaan

100
DF Gameplay Questions / Re: Need help with vampire visitor
« on: August 26, 2016, 01:57:15 am »
Try watching the barracks those dead came from.
and something about not having a drink.
And how far apart timewise on the victims?

  Goatmaan

101
DF Dwarf Mode Discussion / Re: Dwarf Caravan stops showing up?
« on: August 26, 2016, 12:32:12 am »
I'll have to do some tests to check for trees growing into floor. I have a small spot I can use.
Is there any problems removing murky pools? I have a lot of them, many already channeled to rectangle to ease previous paving. They only get water on the orginal pool bottom. Guess I could just dig one deeper huh?

Just lost 15 game days to a crash. 13 of those days I had 17 idlers. My dwarfs hauled their asses off...max size booze pile filled, and granite stone piles refilled from far edge of map, by hand. Plus the mining out there to get the stone. Proved the 3 wide hallway grid works for the hauling tho.
Just have to redo it.
Game crashed on the tic to 15th day of spring. Damn elves.

The bloodthorn will wait until population goal is met, then we dig down. Ill keep oak and birch on hand in case of a 40 year king of the hill in the first cavern. :P

    Goatmaan

102
DF Dwarf Mode Discussion / Re: Dwarf Caravan stops showing up?
« on: August 25, 2016, 05:09:28 pm »
Starting with 3 fps, there's not much to tank!!
I changed my mind tho, 40 19 has the tree crash bug right?
Besides outside trees get too tall, I'd have to raise the roof and drop the floor.
After reading the wiki, I'll be saving oak and birch for ballista arrows.
Couldn't find anything on outdoor tree heights.
I was going to replace the surface with flooring, leaving it at the level it was, to avoid pathing issues.

 Goatmaan

103
DF Dwarf Mode Discussion / Re: Dwarf Caravan stops showing up?
« on: August 25, 2016, 01:57:23 am »
This whole thing got me rethinking my strategy of stockpiling blocks out on the surface, while thinning the young forest. And the game years it'll take for steel and population goals are met.
I have "very deep" soil. I'm pretty sure I've previously removed a soil z level.
I have a lot of miners. I have some gametime ahead of me.
Why not just drop the map, and the floor becomes the roof over the forest.
If it causes pathing issues, it can't tank the fps  :P

  Goatmaan

104
DF Dwarf Mode Discussion / Re: Dwarf Caravan stops showing up?
« on: August 25, 2016, 12:49:46 am »
I didn't think you were, and you did a pretty good summary!!
I was just explaining my end of it.
This mechanic is the best way to get logs. 774 logs hauled to the depot for you, you just have to use them. Could be exploited very easy. And if you buy all the logs, the "garbage trucks" can really haul, even the elves!!.
The 2nd year the elves brought logs I was ready for the high allowed weight.
The image of the elven caravan leaving the map, bowed beneath the weight of lead bars, carried in stinky xsocksx, is a fond one!

   Goatmaan

105
DF Dwarf Mode Discussion / Re: Dwarf Caravan stops showing up?
« on: August 24, 2016, 10:43:04 pm »
Patrik,
 To be clear on this...I'm forced to use the mechanic, I didn't even know it existed bedore it started! ! Now its too late. I'm pretty sure I maxxed wood from the dwarfs, when they showed up they brought 774 logs. That's qiute a bit below the forts population! So it's not that I use them all... I am back to harvesting 100+ trees a year, but they are new growth, few logs each. The 10*10. block stockpiles are consuming bins, and I'm trying to make about 30 masterwork ballistae, and about 300 more beds. Then there's the steel. Apparently the vamps got the armorsmiths, so its slow going.
Also the lack of logs prevents migrants, wich is ok for now. Without steel armor to put them in, it'd be just more xclothesx to deal with!

19 months ago I started Anvillocked with the goal of a 1000 adult dwarf fort.
 Apparently I made 2 mistakes. Paving the map, and wasting logs. (Seasonal fertilizing 9 5*5 plots for YEARS!!)
Anvillocked. Without this log "mechanic" our anvils are truly locked.
 With this log "mechanic" we receive NO migrants, preventing the 1000 adult goal.
How's that for irony?
Thanks Toady, love your game!

  Goatmaan

Ps. We reached a high of 997 total dwarfs. Then I made the "young" haulers, made some stone piles, some ore piles....when they got full, I said hmnn... what else needs hauled... ran clean owned scattered x, and for the first time ever overloaded multiple 1*3 stairs, 52(?) dead.!! Quatum happiness shift, oh yay!! Someone tantrumed and destroyed the door keeping the 2 vamps in the mausoleum...and the badass captain of the guard is punching dwarfs to death for mandate/production violations. Happy days.
Speaking of days, a game day takes 7 minutes, 10 seconds.  :o
 We won't be done anytime soon.

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